Does anyone do audio post/game audio using Live?
For those who do, watch and listen closely to this video:
https://www.krotosaudio.com/2019/11/14/ ... 0-minutes/
From the tyre skids, background noises, different kinds of footsteps and glass smashing, to the tension created by the monster’s voice and resulting gunfire.
How would you design the sound for this scene in Live and what do you think about these modern sound design techniques and plugins by manufacturers like Krotos?
Sound design for a film scene - in under 10 minutes
-
jestermgee
- Posts: 4500
- Joined: Mon Apr 26, 2010 6:38 am
Re: Sound design for a film scene - in under 10 minutes
Watched it and was quite underwhelmed to be honest. Trick is to close your eyes and see if you can follow what is happening.
There was nowhere near the detail I would personally put into a scene like that. For instance, when they are walking through the broken glass, there are only some subtle sounds of crunching, not enough detail and it hardly sounds like a group of people. The glass breaking sounds way too stock and doesn't really fit, same with the small tyre skid at the start, sounds like a go-cart.
The main setup I have for recording effects consists of a Zoom Fn8 (or H4n for discreet recording), Rode NTG3 Shotgun mic and Rode NT4 Stereo mic which cost about the same as the entire plugin bundle and can be used to gather far better and applicable sounds. It takes time and effort but if you are being paid for the job it is only expected to invest some time and effort. For people strapped for time or in TV that needs to pump out stuff fast then it's probably a benefit but you end up generating the same sounds over. I do the arrangement of effects in Live but I do find it difficult and have been strongly considering purchasing Nuendo just for sound design especially since it has far better video support.
For instance, I worked on a short film where I needed to create the sound effect for a bottle being smashed over a guys head in a fight scene in a kitchen. I spent a good few hours just recording the sounds of various glass items being smashed (beer bottles, glass vases, coffee cups, wine glasses etc) and shuffled around because nothing I experimented with from sound libraries or previous recordings was quite right and I could have easily settled on anything but have my own standards I like to live up to so I used about 20 different recordings I did which I mangled into a single smash which also included all the small pieces hitting the ground, small parts falling off the character as they moved and the crunches when they stepped. No one would have really noticed as it was 2 seconds of sound in a 10 minute film but I would have noticed and sometimes if you want to be good at something it's only fair that you put the effort in. There was sound from the actual film to work with as it was just a sugar glass bottle so sounded like gravel.
Another example for the sound of a menacing creature which I found accidentally was a recording I did of a crow which was recorded at 96khz but when slowed down a lot it sounded terrifying and with a bit of processing it sounded like a huge growling creature. Things like that are what is so fun about sound design, using libraries and plugins takes all that fun out of it and just delivers the basic results and this is why many studios still have foley stages and will still generate a lot of sounds on demand rather than using pre-recorded files because it's more unique to each project
There was nowhere near the detail I would personally put into a scene like that. For instance, when they are walking through the broken glass, there are only some subtle sounds of crunching, not enough detail and it hardly sounds like a group of people. The glass breaking sounds way too stock and doesn't really fit, same with the small tyre skid at the start, sounds like a go-cart.
The main setup I have for recording effects consists of a Zoom Fn8 (or H4n for discreet recording), Rode NTG3 Shotgun mic and Rode NT4 Stereo mic which cost about the same as the entire plugin bundle and can be used to gather far better and applicable sounds. It takes time and effort but if you are being paid for the job it is only expected to invest some time and effort. For people strapped for time or in TV that needs to pump out stuff fast then it's probably a benefit but you end up generating the same sounds over. I do the arrangement of effects in Live but I do find it difficult and have been strongly considering purchasing Nuendo just for sound design especially since it has far better video support.
For instance, I worked on a short film where I needed to create the sound effect for a bottle being smashed over a guys head in a fight scene in a kitchen. I spent a good few hours just recording the sounds of various glass items being smashed (beer bottles, glass vases, coffee cups, wine glasses etc) and shuffled around because nothing I experimented with from sound libraries or previous recordings was quite right and I could have easily settled on anything but have my own standards I like to live up to so I used about 20 different recordings I did which I mangled into a single smash which also included all the small pieces hitting the ground, small parts falling off the character as they moved and the crunches when they stepped. No one would have really noticed as it was 2 seconds of sound in a 10 minute film but I would have noticed and sometimes if you want to be good at something it's only fair that you put the effort in. There was sound from the actual film to work with as it was just a sugar glass bottle so sounded like gravel.
Another example for the sound of a menacing creature which I found accidentally was a recording I did of a crow which was recorded at 96khz but when slowed down a lot it sounded terrifying and with a bit of processing it sounded like a huge growling creature. Things like that are what is so fun about sound design, using libraries and plugins takes all that fun out of it and just delivers the basic results and this is why many studios still have foley stages and will still generate a lot of sounds on demand rather than using pre-recorded files because it's more unique to each project